/*************************************************************************/
/*  collision_polygon.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#include "collision_polygon.h"

#include "collision_object.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"

void CollisionPolygon::_add_to_collision_object(Object *p_obj) {

	if (!can_update_body)
		return;

	CollisionObject *co = p_obj->cast_to<CollisionObject>();
	ERR_FAIL_COND(!co);

	if (polygon.size()==0)
		return;

	bool solids=build_mode==BUILD_SOLIDS;

	Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
	if (decomp.size()==0)
		return;

	if (true || solids) {

		//here comes the sun, lalalala
		//decompose concave into multiple convex polygons and add them
		shape_from=co->get_shape_count();
		for(int i=0;i<decomp.size();i++) {
			Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
			PoolVector<Vector3> cp;
			int cs = decomp[i].size();
			cp.resize(cs*2);
			{
				PoolVector<Vector3>::Write w = cp.write();
				int idx=0;
				for(int j=0;j<cs;j++) {

					Vector2 d = decomp[i][j];
					w[idx++]=Vector3(d.x,d.y,depth*0.5);
					w[idx++]=Vector3(d.x,d.y,-depth*0.5);
				}
			}

			convex->set_points(cp);
			co->add_shape(convex,get_transform());

		}
		shape_to=co->get_shape_count()-1;
		if (shape_to<shape_from) {
			shape_from=-1;
			shape_to=-1;
		}

	} else {
#if 0
		Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );

		PoolVector<Vector2> segments;
		segments.resize(polygon.size()*2);
		PoolVector<Vector2>::Write w=segments.write();

		for(int i=0;i<polygon.size();i++) {
			w[(i<<1)+0]=polygon[i];
			w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
		}

		w=PoolVector<Vector2>::Write();
		concave->set_segments(segments);

		co->add_shape(concave,get_transform());
#endif
	}


	//co->add_shape(shape,get_transform());

}

void CollisionPolygon::_update_parent() {

	if (!can_update_body)
		return;

	Node *parent = get_parent();
	if (!parent)
		return;
	CollisionObject *co = parent->cast_to<CollisionObject>();
	if (!co)
		return;
	co->_update_shapes_from_children();
}

void CollisionPolygon::_set_shape_range(const Vector2& p_range) {

	shape_from=p_range.x;
	shape_to=p_range.y;
}

Vector2 CollisionPolygon::_get_shape_range() const {

	return Vector2(shape_from,shape_to);
}

void CollisionPolygon::_notification(int p_what) {


	switch(p_what) {
		case NOTIFICATION_ENTER_TREE: {
			can_update_body=get_tree()->is_editor_hint();
			set_notify_local_transform(!can_update_body);

			//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
		} break;
		case NOTIFICATION_EXIT_TREE: {
			can_update_body=false;
			set_notify_local_transform(false);
		} break;
		case NOTIFICATION_TRANSFORM_CHANGED: {

			if (!is_inside_tree())
				break;
			if (can_update_body) {
				_update_parent();
			}

		} break;
		case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
            if (!can_update_body && shape_from>=0 && shape_to>=0) {

				CollisionObject *co = get_parent()->cast_to<CollisionObject>();
				if (co) {
					for(int i=shape_from;i<=shape_to;i++) {
						co->set_shape_transform(i,get_transform());
					}
				}
			}

		} break;
#if 0
		case NOTIFICATION_DRAW: {
			for(int i=0;i<polygon.size();i++) {

				Vector2 p = polygon[i];
				Vector2 n = polygon[(i+1)%polygon.size()];
				draw_line(p,n,Color(0,0.6,0.7,0.5),3);
			}

			Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
#define DEBUG_DECOMPOSE
#ifdef DEBUG_DECOMPOSE
			Color c(0.4,0.9,0.1);
			for(int i=0;i<decomp.size();i++) {

				c.set_hsv( Math::fmod(c.get_h() + 0.738,1),c.get_s(),c.get_v(),0.5);
				draw_colored_polygon(decomp[i],c);
			}
#endif

		} break;
#endif
	}
}

void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) {

	polygon=p_polygon;
	if (can_update_body) {

		for(int i=0;i<polygon.size();i++) {

			Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);

			if (i==0)
				aabb=AABB(p1,Vector3());
			else
				aabb.expand_to(p1);

			Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
			aabb.expand_to(p2);


		}
		if (aabb==AABB()) {

			aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
		} else {
			aabb.pos-=aabb.size*0.3;
			aabb.size+=aabb.size*0.6;
		}
		_update_parent();
	}
	update_gizmo();
}

Vector<Point2> CollisionPolygon::get_polygon() const {

	return polygon;
}

void CollisionPolygon::set_build_mode(BuildMode p_mode) {

	ERR_FAIL_INDEX(p_mode,2);
	build_mode=p_mode;
	if (!can_update_body)
		return;
	_update_parent();
}

CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{

	return build_mode;
}

AABB CollisionPolygon::get_item_rect() const {

	return aabb;
}

void CollisionPolygon::set_depth(float p_depth) {

	depth=p_depth;
	if (!can_update_body)
		return;
	_update_parent();
	update_gizmo();
}

float CollisionPolygon::get_depth() const {

	return depth;
}

String CollisionPolygon::get_configuration_warning() const {

	if (!get_parent()->cast_to<CollisionObject>()) {
		return TTR("CollisionPolygon only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape.");
	}

	if (polygon.empty()) {
		return TTR("An empty CollisionPolygon has no effect on collision.");

	}

	return String();
}

void CollisionPolygon::_bind_methods() {

	ClassDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);

	ClassDB::bind_method(_MD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode);
	ClassDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode);

	ClassDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth);
	ClassDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth);

	ClassDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
	ClassDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon);

	ClassDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range);
	ClassDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon::_get_shape_range);

	ClassDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape);
	ClassDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape);

	ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode"));
	ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth"));
	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_shape_range"),_SCS("_get_shape_range"));
}

CollisionPolygon::CollisionPolygon() {

	shape_from=-1;
	shape_to=-1;
	can_update_body=false;

	aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
	build_mode=BUILD_SOLIDS;
	depth=1.0;

}
